Commit graph

377 commits

Author SHA1 Message Date
clayjohn
81d8b502cc Fix alpha hash by correcting typos and doing calculations in object space 2022-11-14 17:57:49 -08:00
Rémi Verschelde
014fac8f28
Merge pull request #67746 from SonnyBonds/fix_cluster_shader_mvk
Fix cluster_render.glsl failing on some Macs
2022-11-11 21:05:20 +01:00
Rémi Verschelde
c41b9c5f5b
Merge pull request #67972 from and-rad/vector-field-consistency
Fix inconsistency between vector field texture and world space directions
2022-11-11 21:05:00 +01:00
clayjohn
8e41221404 Use raster versions of copy effects for 2D operations when using the mobile renderer
This PR implements a few basic copy operations in raster that weren't available before
2022-11-10 12:47:26 -08:00
Rémi Verschelde
d147adc591
Merge pull request #67915 from RevoluPowered/fix-intel-macbook-crash-subgroups
Ensure vulkan subgroups are disabled for MoltenVK
2022-10-31 10:53:30 +01:00
clayjohn
31c1a06ab5 Fix ss_effects_flags uniform in clustered forward renderer
This comes from an uncaught merge conflict resulting from the split of scene_data into
scene_data and implementation_data
2022-10-27 15:37:38 -07:00
Clay John
0d711cad30
Merge pull request #66107 from devloglogan/ambient-light-disabled-fix
Fix ambient_light_disabled render mode flag
2022-10-27 10:08:29 -07:00
Andreas Raddau
a5828cd0e3 Improved consistency between vector field texture and world space 2022-10-27 15:43:24 +02:00
Gordon MacPherson
381d457a2a Ensure vulkan subgroups are disabled for MoltenVK
We found they don't work on intel macbooks properly at all.

Possible future solutions:
- update to moltenvk.
- update to spirv may resolve it.
2022-10-26 20:12:06 +01:00
Anders Stenberg
bbb1f900dd Fix cluster_render.glsl failing on some Macs
Some Macs encounter an internal error when compiling cluster_render.glsl
caused by a likely bug in the MVK/Metal
compiler when using gl_HelperInvocation.
2022-10-22 12:27:13 +02:00
Markus Sauermann
b8031bb7d6 Code simplifications
1. Viewport::get_visible_rect().position is always zero.
So Control::get_window_rect is identical to Control::get_global_rect.
Remove Control::get_window_rect since it is not used in the source code.

2. sqrt(a * a) = abs(a) for doubles

3. Simplify affine_inverse combination

4. Simplify calculation in shaders
2022-10-18 12:47:40 +02:00
Rémi Verschelde
367a9b8056 Merge pull request #67335 from clayjohn/GLES3-2d-lights
Add 2D lights to OpenGL3 canvas renderer
2022-10-13 09:05:36 +02:00
clayjohn
e600fb93a5 Add 2D lights to OpenGL3 canvas renderer
This is an initial implementation using the same single-pass approach as the RenderingDevice.
2022-10-12 17:55:01 -07:00
Hugo Locurcio
6aebc7b66e
Fix volumetric fog not rendering at densities lower than or equal to 0.001
This allows volumetric fog to render with the lowest density that
can be specified in the inspector (0.0001).
2022-10-13 00:45:49 +02:00
Bastiaan Olij
d09ad714bf Fixing artifacts in SSR 2022-10-04 23:47:13 +11:00
clayjohn
3126619aa5 Update Instance flags in shaders to match instance flags in engine 2022-10-02 21:37:06 -07:00
Rémi Verschelde
166df0896c Fix typos with codespell
Using codespell 2.3-dev from current git.

And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
2022-09-30 14:23:36 +02:00
Rémi Verschelde
67961d875d Merge pull request #66178 from clayjohn/double-precision-rendering
Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE
2022-09-30 09:59:45 +02:00
Rémi Verschelde
7a0500d9a3 Merge pull request #66626 from danboo/fix-typo-run-debug-collisons
Fix typos - "collison" -> "collision"
2022-09-30 09:58:25 +02:00
danboo
eba8be6e45 Fix typo - "collison" -> "collision" 2022-09-29 13:56:26 -08:00
clayjohn
1a0890122f Clean up canvas light shader API.
Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
2022-09-28 11:46:58 -07:00
Rémi Verschelde
b8870b91b5 Merge pull request #66466 from clayjohn/FXAA-fix
Take FXAA samples from half-pixel coordinates to improve quality
2022-09-27 09:58:22 +02:00
Rémi Verschelde
2ad63f68b3 Merge pull request #66370 from bitbrain/fix-light2d-blend-modes
Fix broken 2D light blending, addresses #49922
2022-09-27 09:57:44 +02:00
Rémi Verschelde
5ecaa676cc Merge pull request #66317 from clayjohn/debanding-bug
Move deband to end of tonemapping.
2022-09-27 09:54:45 +02:00
clayjohn
dbcc0fa2a6 Take FXAA samples from half-pixel coordinates to improve quality 2022-09-26 11:54:29 -07:00
Rémi Verschelde
5ae6379e5d Merge pull request #66394 from bitbrain/fix-unshaded-canvas-modulate
Fix Unshaded CanvasItem for Vulkan
2022-09-26 08:24:45 +02:00
Bastiaan Olij
56d6a13fd7 Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
Miguel Gonzalez Sanchez
125f0be8b7
do not apply modulate on canvas when unshaded is set 2022-09-25 12:13:46 +01:00
Miguel Gonzalez Sanchez
2047be4516
fix broken 2D light blending, addresses #49922 2022-09-24 20:13:12 +01:00
clayjohn
fe69fedc1a Move deband to end of tonemapping.
This avoids artifacts when using adjustments and color correction
2022-09-23 11:46:40 -07:00
clayjohn
27a3014f50 Emulate double precision for regular rendering operation.
We calculate the lost precision on the CPU and pass it into the GPU
so that it can calculate an error-corrected version of the vertex position
2022-09-20 23:40:01 -07:00
Logan Lang
e61d8b6f53 enabled ambient_light_disabled render mode flag 2022-09-19 17:12:32 -05:00
Bastiaan Olij
02ea1de7d0 Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
Rémi Verschelde
ecaa7b634e
Merge pull request #65322 from ceLoFaN/fix-dof-artifact-at-high-blur 2022-09-15 00:03:40 +02:00
Clay John
f709596631
Merge pull request #65418 from JFonS/taa_multimesh
Add motion vectors support for MultiMeshInstance
2022-09-14 09:06:27 -07:00
clayjohn
8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
Rémi Verschelde
79b21e96ad
Merge pull request #65544 from clayjohn/lambert-wrap
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
2022-09-12 20:42:27 +02:00
clayjohn
97be1fb7b6 Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI 2022-09-12 08:45:40 -07:00
jfons
74cdee4cb5 Add motion vectors support for MultiMeshInstance
Transparently handle changes in multimesh transforms so they get reflected in the motion vectors buffer.
2022-09-12 15:28:12 +02:00
clayjohn
65f0113bc6 Properly scale SSR reflection based on metallic value for dielectric materials 2022-09-09 16:52:02 -07:00
ceLoFaN
e844b95eaf Fix DoF artifacting at high blur amounts 2022-09-05 21:38:40 +03:00
Rémi Verschelde
d63c6fc463 Merge pull request #60185 from Calinou/environment-fog-and-sky-affect 2022-09-01 23:52:34 +02:00
Hugo Locurcio
699e9f7966
Add Environment properties to control fog rendering on background sky
Values lower than 1.0 can be used to make the fog rendering not fully
obstruct the sky. This can be desired when using fog as a purely
atmospheric effect, without intending to use fog for open world fog
fading.

When set to 0.0, fog rendering behavior will be similar to Godot 3.x
where sky rendering was never affected by fog.
2022-09-01 19:07:39 +02:00
Bastiaan Olij
2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
clayjohn
385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Rémi Verschelde
c40855f818
Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangent
Fix vector type for signed tangent in mobile shader
2022-08-31 09:12:31 +02:00
Bastiaan Olij
708222bb9a Fix vector type for signed tangent in mobile shader 2022-08-31 16:35:54 +10:00
Hugo Locurcio
09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
bruvzg
bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
Rémi Verschelde
7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
Omar El Sheikh
61522d8491 Add Blendshape Support
Update the blendshape shader to decode/encode octahedral normals
2022-08-20 20:59:28 -07:00
Omar El Sheikh
78881b3cc3 Octahedral Normal/Tangent Compression
Implementation of Octahedral normal compression into Godot 4.0
2022-08-13 08:09:32 -07:00
clayjohn
7d6287f616 Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again 2022-08-12 16:39:05 -06:00
Rémi Verschelde
8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr 2022-08-08 10:18:32 +02:00
Hugo Locurcio
baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
Hugo Locurcio
d38671827b
Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges
  instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent
  sharp corners.

Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-03 01:55:42 +02:00
Rémi Verschelde
bda2274969
Merge pull request #63627 from and-rad/vector-field-attractor-fix
Fix vector field particle attractor texture sampling
2022-08-02 07:13:04 +02:00
Rémi Verschelde
2cdef4d532
Merge pull request #63589 from RandomShaper/sdfgi_debug_pc
Keep SdfgiDebug shader's push constant size <= 128
2022-08-02 07:11:58 +02:00
Rémi Verschelde
677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
clayjohn
0c65ed38a6 Treat specular less than 0.02 as occlusion
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio
0e26fee3b7
Make Decal's modulate property affect emission color as well
This can be used to recolor special effects such as fake area fog
without having to create separate textures for each color.

- Improve the Decal class documentation.
2022-07-30 21:41:48 +02:00
Andreas Raddau
dfc6035ce1 Fix vector field particle attractor texture sampling 2022-07-29 16:52:54 +02:00
Pedro J. Estébanez
278950f731 Keep SdfgiDebug shader's push constant size <= 128 2022-07-29 13:25:11 +02:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Bastiaan Olij
bad5c659a4 Move Sky(RD) into environment
Move Fog logic from render scene render to fog
2022-07-26 10:19:40 +10:00
Rémi Verschelde
4f7bfacfcd
Merge pull request #62478 from BastiaanOlij/split_effects_20220628 2022-07-22 23:44:52 +02:00
luz paz
38aaaa3cf9 Fix various typos not caught by codespell
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21 07:38:23 -04:00
Bastiaan Olij
eefcb5ed67 Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
Bastiaan Olij
d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Hugo Locurcio
0f18bd244e
Fix dead link in TAA resolve shader comment
Spartan Engine has recently removed its own internal TAA in favor
of FSR 2.0. The link has been changed to point to a fixed commit,
so the link will keep working as long as the repository exists.
2022-07-09 22:51:54 +02:00
Rémi Verschelde
6bbfd160b0 SCons: Properly track codegen script dependency for generated GLSL headers 2022-07-02 16:01:48 +02:00
clayjohn
93c82ab4b9 Evaluate specular reflections using specular dominant direction instead of assuming mirror reflections 2022-06-29 23:36:18 -07:00
Pedro J. Estébanez
fc6ac4a155 Consider uniform writability part of the interface of the set 2022-06-27 21:56:18 +02:00
Bastiaan Olij
6224b00365 Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
Rémi Verschelde
051fb86fb0
Merge pull request #61221 from BastiaanOlij/split_gi_effects 2022-06-23 12:28:10 +02:00
Rémi Verschelde
e21db7723a
Merge pull request #62286 from JFonS/taa_global_time 2022-06-22 16:59:08 +02:00
jfons
0f38e79617 Move TIME to a global shader variable
This makes it work consistently for motion vectors in all functions, including user-defined ones.
2022-06-22 12:24:37 +02:00
JFonS
9b4e07f866 Workaround MoltenVK shader conversion error 2022-06-22 11:58:50 +02:00
Bastiaan Olij
997810e417 Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
Rémi Verschelde
3a2b409c5a
Merge pull request #62106 from BastiaanOlij/eye_offset
Introduce eye_offset for correcting stereoscopic reflections
2022-06-18 10:40:57 +02:00
Bastiaan Olij
b4821fe2e0 Introduce eye_offset for correcting stereoscopic reflections
Use view instead of vertex for reflections.
2022-06-17 19:39:34 +10:00
Hugo Locurcio
787a1e006b
Fix glow in Mix mode not working correctly when FXAA is enabled
Glow must be performed after FXAA to ensure correct appearance.
2022-06-15 22:23:56 +02:00
jfons
36382ab7eb Workaround MoltenVK error found in TAA implementation 2022-06-09 16:40:00 +02:00
jfons
ba832d83b2 Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine.

Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00
clayjohn
06f356d41e Add and improve license attribution for SSAO and SSIL shader code 2022-05-31 09:42:50 -07:00
Hugo Locurcio
e85459dcd1
Add Cone and Cylinder shapes to FogVolume
This complements the existing Ellipsoid and Box local fog shapes.

This can be used to represent a light cone coming from a SpotLight.
2022-05-25 12:35:53 +02:00
Rémi Verschelde
a53434639f
Merge pull request #61214 from somnathsarkar/particle-attractor-fix
Fix GPUParticles3D disappearance at attractor origins
2022-05-21 08:48:36 +02:00
Somnath Sarkar
99911bfa79 Fix GPUParticles3D disappearance at attractor origins 2022-05-20 19:56:32 -04:00
Windy Darian
a3e016e07e Fix normal and tangent blending in blend shapes 2022-05-20 07:59:45 -04:00
Yuri Rubinsky
5322b171de Fix tonemapper shader to correctly apply alpha channel 2022-05-18 06:43:07 +03:00
clayjohn
600d8105d8 Fix custom irradiance bug in Vulkan mobile renderer 2022-05-16 11:57:41 -07:00
Somnath Sarkar
52aeaf5d16 Fix computation of screen_uv 2022-05-16 00:00:01 -04:00
Bastiaan Olij
9939cfc4c4 Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
Bastiaan Olij
3b2267ba6d Splitting tonemapper into its own class 2022-04-28 15:00:30 +10:00
bruvzg
be611c1c05
Implement Label3D node.
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00
Hugo Locurcio
1a41a177e4
Use less blur for distant directional shadow splits
This makes the transition between shadow splits less noticeable,
specially when the expensive Blend Splits property is disabled.
2022-04-11 19:37:49 +02:00
jfons
e69d762dd0 Add color pass flags to Forward Clustered renderer
This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask.

The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass.

This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used.

Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
2022-04-01 12:12:49 +02:00
nevarek
cc196393e3 Fix shader undefined variable 2022-03-25 01:40:04 -07:00
nevarek
7543e22358 Add inverse projection matrix to fragment shader globals 2022-03-18 20:44:51 -07:00
Yuri Roubinsky
0d9aecd967 Rename several transform built-ins in shaders 2022-03-18 12:10:55 +03:00
Rémi Verschelde
cfd21adf64
Merge pull request #49092 from BastiaanOlij/multiview_clustered
Add multiview support to the clustered forward renderer
2022-03-16 00:17:57 +01:00
snowapril
b6f72f2b4a Fix D_GGX code which can cause divide-by-zero val
When given roughness is lower than 0.01, d value in original code will
be zero. This can make last return value as NAN because of
divide-by-zero. This is well addressed in issue #56373.

Modified code is referenced on D_GGX function of google/filament
(https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L54-L79)

Signed-off-by: snowapril <sinjihng@gmail.com>
2022-03-14 13:25:05 +09:00
Rémi Verschelde
7ed8d52fb2
Merge pull request #58819 from vreon/fix-eyedir-z
Fix flipped EYEDIR.z in sky shaders
2022-03-13 00:55:32 +01:00
Jesse Dubay
d437355f55 Sky renderer: Only flip Z when calculating panorama_coords 2022-03-08 19:51:43 -08:00
Rémi Verschelde
1561737055
Merge pull request #49447 from Calinou/remove-shadow-color-property
Remove unused `shadow_color` property from Light3D
2022-03-08 07:48:05 +01:00
Jesse Dubay
80345f7d4e Fix flipped EYEDIR.z in sky shaders 2022-03-05 17:49:32 -08:00
Priyansh Rathi
8c37cfa5bb
use the computed value ambient_accum for ambient_light in scene_forward_mobile.glsl 2022-03-05 14:24:40 +05:30
Hugo Locurcio
aea104deb7
Remove unused shadow_color property from Light3D
This shadow color property was no longer effective since the shaders
were optimized to improve occupancy.
2022-03-04 23:12:18 +01:00
Bastiaan Olij
e4b7a69bb6 Add multiview/stereoscopic rendering support to the clustered forward renderer 2022-03-03 20:06:14 +11:00
Rémi Verschelde
0036a41a10
Revert "Fix particle trail glitch" 2022-03-01 20:16:10 +01:00
floppyhammer
1675c5375e Fix particle trail glitch 2022-02-26 13:53:06 +08:00
Darryl Ryan
3ce5cceef9 Filament specular fix. Clamp dot product between normal and view vectors. Fixes #58459. 2022-02-23 18:16:52 +00:00
Bastiaan Olij
a78a9fee71 Implementing OpenXR driver 2022-02-23 12:02:24 +01:00
clayjohn
fe49244611 Use Filament specular models and parametrization 2022-02-22 19:39:41 -08:00
floppyhammer
0d5472dd1a Fix GPUParticles2D emission offset in global coords 2022-02-22 17:50:01 +08:00
clayjohn
2da35d2b94 Fix shader compilation error with anisotropy 2022-02-21 22:58:33 -08:00
Rémi Verschelde
e1b8a86b2b
Merge pull request #58177 from clayjohn/VULKAN-prefiltered-radiance 2022-02-17 17:53:42 +01:00
clayjohn
48728a79b6 Use prefiltered radiance 2022-02-16 21:37:18 -08:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
reduz
4f73d3beb4 Add Particle Shader Userdata
* Adds optional vec4 USERDATA1 .. USERDATA6 to particles, allowing to store custom data.
* This data is allocated on demand, so shaders that do not use it do not cost more.
2022-02-15 19:20:31 +01:00
Rémi Verschelde
18d6b75ba8
RendererRD: Remove binding specifier for push constants
This is unsupported and glslang made it raise an error in 11.7.0:
https://github.com/KhronosGroup/glslang/pull/2810

Co-authored-by: Clay John <claynjohn@gmail.com>
2022-02-11 18:42:32 +01:00
Bartłomiej Dusak
38423565e4 remove normal_to_panorama from spotlight projector 2022-02-09 23:47:44 +01:00
Rémi Verschelde
a6abeb6b20
Merge pull request #57682 from clayjohn/VULKAN-canvas-blur 2022-02-07 10:16:50 +01:00
Rémi Verschelde
3ae38edc8e
Merge pull request #56844 from Calinou/ssr-fix-background-line-master
Fix visible background line in intersections in screen-space reflections
2022-02-06 23:22:15 +01:00
clayjohn
60d8df3fee Optimize and fix backbuffer gaussian blur 2022-02-05 15:03:39 -08:00
Rémi Verschelde
58324f4df8
Merge pull request #54574 from Ansraer/glow_map 2022-01-26 13:39:51 +01:00
Rémi Verschelde
7e3b92f81f
Merge pull request #55360 from Calinou/rename-bake-mode-properties 2022-01-20 17:35:32 +01:00
Ansraer
90652b1755 add support for glow maps 2022-01-20 16:47:25 +01:00
Hugo Locurcio
d6c7d4ab5d
Fix visible background line in intersections in screen-space reflections
Adjusting the step grading by one resolves the issue without affecting
performance or introducing adverse artifacts.
2022-01-16 18:08:07 +01:00
luz paz
858bcd5058 Fix various typos
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
Rémi Verschelde
e976cd0b29
Merge pull request #56208 from williamd67/GPULightmapper-sky-upside-down 2022-01-05 10:51:19 +01:00
Yuri Roubinsky
5123ffe4a7 Fix world_vertex_coords render mode usage in the shaders 2022-01-04 17:06:12 +03:00
Rémi Verschelde
7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde
34de6d16aa
Merge pull request #54409 from clayjohn/VULKAN-glow-flicker 2022-01-04 09:59:07 +01:00
Rémi Verschelde
370f0a162d
Merge pull request #55424 from Calinou/voxelgi-remove-unused-struct-fields
Remove unused struct fields in VoxelGIData
2022-01-04 09:50:00 +01:00
Rémi Verschelde
a97889abe4
Merge pull request #55422 from Calinou/gi-shader-remove-unused-define
Remove unused code in GI shaders
2022-01-04 09:49:42 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
William Deurwaarder
246fbd5442 GPULightmapper: cube to panorama copy function flip y based on flag
Cube to panorama copy function unconditionally flipped y, while other copy functions flipped y base on FLAG_FLIP_Y. Condition is added.
2021-12-24 00:47:42 +01:00
Hugo Locurcio
e962900f23
Rename and reorder bake mode properties for consistency
The order now goes from least to most computationally expensive:

- Disabled
- Static
- Dynamic
2021-12-14 12:01:12 +01:00
Hendrik Brucker
1da732af35 Fix volumetric fog in combination with spotlights 2021-12-08 22:17:09 +01:00
Hugo Locurcio
36106dba3b
Remove unused struct fields in VoxelGIData
This reduces the struct size from 112 bytes to 96 bytes.
2021-11-28 23:09:51 +01:00
Hugo Locurcio
0beacf2ce8
Remove unused code in GI shaders 2021-11-28 22:58:54 +01:00
bruvzg
b7e6e50dd2
[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK. 2021-11-25 12:43:45 +02:00
Rémi Verschelde
547c270777
Merge pull request #51679 from Je06jm/fsr
AMD FidelityFX Super Resolution
2021-11-24 22:34:48 +01:00
bruvzg
5e0a034524
[macOS / iOS] Use storage buffers instead of unsupported images for the volumetric fog on MoltenVK. 2021-11-24 09:16:16 +02:00
Je06jm
20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
jfons
4c4b6620a0 Fix Depth-Prepass transparency mode
Add mising bits of implementation and ensure depth-prepass objects are
only rendered in the transparency pass.
2021-11-18 12:49:46 +01:00
Rémi Verschelde
c30aa372ca
Merge pull request #55029 from clayjohn/VULKAN-SRGB
Add SHADER_IS_SRGB define to Vulkan renderer
2021-11-17 08:46:23 +01:00
clayjohn
358820c4b7 Fix SRGB conversions in Vulkan Renderer 2021-11-16 20:56:13 -08:00
Yuri Roubinsky
df3b42411d Fix broken light_compute in mobile renderer 2021-11-13 17:24:31 +03:00